Faculty of Science and Technology 2018/2019
Assignment Brief
Course/s:
BSc (Hons) Games Design
BA (Hons) Digital Creative Industries
Unit Name:
Level Design Fundamentals
Unit Level:
Level 4
Assignment set by:
Dr Christos Gatzidis
QA:
Dr Vedad Hulusic
Assignment Issued:
28/01/19
Recommended time to complete this assignment:
40 hours
Date Due:
71 May2019
Unit Weighting:
80%
Assignment number:
2
SUBMISSION METHOD(S)
1) Physical Submission
Assignment is to be submitted electronically on a USB memory stick, to the Assignment Submission Boxes on the first floor of Christchurch House, before 12:30pm on the due date
The Assessment Task:
You have just been called in for an interview at a newly formed game development company consisting of experienced/veteran game developers with an impressive past track record of AAA titles.
They are currently looking for 3D game level builders to add to their team so that they can start working on their next title.
As part of the interviewing process, you are also required to bring in at least one sample of your work so that you can be assessed on practical terms.
With the skills you have acquired from the lectures and lab sessions, develop a specific video game level (ILO 2) which can, potentially, be used in a modern 3D game of the FPS (First Person Shooter) genre.
Please note that the company in question is particularly interested in the level showcasing consistency in a theme and the specific exploration of that (but also in functionality in playability). For examples of themes; an Egyptian pyramid, a hospital ward, a medieval town square etc. The decision on what this theme will be is entirely down to you, you get the creative freedom to choose this.
LEVEL DESIGN FUNDAMENTALS – ASSIGNMENT NUMBER 2 Page 1
You must avoid, as much, as possible, a theme/concept that is overly clichéd and also what the Unreal engine was originally built for i.e. spaceship corridors!
So, you must make a clear decision on this, state it and follow it through throughout your development. This should subsequently also include evidence of consideration towards the mode of play this level is intended for (-typically associated with FPS games, not just Unreal Tournament- for example death match, campaign, capture the flag etc.).
Use only the software covered in the Level Design Fundamentals unit (UE4 and version 4.20.x), as the development company is using this specific piece of software as the chosen platform for their development. The size of level needs to be typical of that of the average Unreal Tournament level (the latest version of which you have access to for free by having the UE4 engine installed). Please play a few of these levels at the first opportunity to get a feel for this.
You can use third party content such as textures, 3D models to enrich your level (ILO 3) (you are not expected to model props etc.). These however will have to be a) copyright free (you can check the source of the content, this information will be normally listed) b) referenced at the end your report (see below), including the name of the source, URL, date last accessed etc. Please use BU Harvard Referencing for this (http://libguides.bournemouth.ac.uk/ld.php?content_id=31246291).
You will need to implement in the level at least two (2) different, discernible Blueprint visual scripts (ILO 4), you can select the processes covered yourself but they need to be relatively easily identified (and talked about plus clearly illustrated in the report) and significantly different to the ones carried out in the unit lab sessions across the semester. They also need to fully work and both match plus enhance your level operationally. They do not however need to show in action in the video capture (discussed later in this section). The two Blueprint scripts must have a minimum of 8 nodes (each).
The company also, apart from the necessary files (Unreal-powered game level etc.), would like to see something in written form.
This needs to be in the style of a 500-word (maximum), step-by-step illustrated report that takes the reader through the most important parts of the development. That would also involve a minimum of explaining key features, a clear statement of the main concept theme and mode, important -stylistically- decisions made and, finally, shortcomings (so you need to be critical about your work too). This needs to be handed in in .doc file format. Images used in the report need to also be included separately as files (though they will need to show in the report too). Please ensure the report is well-illustrated and has a minimum of 20 Figures, which, as mentioned above, cover the entirety of the development (from inception to at least 3-4 Figures from the final version of the level). There needs to also be one illustration of each one of the two Blueprint schematics that you develop.
Finally, you will need to do a 45-second (max) video capture of your level on a video file. Please treat this as a non-interactive showcase/walkthrough of your level, the idea is to show off the work in the best possible light! It needs to use the relevant UE4 functionality in a professional and also enhancing to your level manner. Also, please ensure the video file is not too large (avoid uncompressed video files for example). For this to be safeguarded please do not exceed a 500 Mbyte limit for the file size of the video. Also, you will need to add a title to the video at its beginning and also end credits (covering key references etc.).
Last but not least, please DO NOT zip all the files which comprise the above on your USB submission! This is an important requirement and needs to be observed by all.
The Deliverables:
You must submit the following items for assessment:
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This assignment is a PHYSICAL SUBMISSION. (i) USB memory stick containing:
a. a final version of the UE4 level implementation with 2 Blueprints operating within this, handing in all appropriate files that formed, at any stage, part of the development
b. a 45-second walkthrough video file (please avoid at all costs excessively large, uncompressed files for this, other than that the file format is up to you, please ensure the video file is not more than 500 Mbytes in file size) with title and end/credits content
c. A Word document with the 500-word (maximum) report (and all images contained in the report separately, please observe the instructions on minimum numbers of Figures). A suggested structure for the report is the following;
1. Level Theme and Mode of Play
2. Influences and Inspirations
3. Step-by-step Illustrated Development of the Idea/Concept in UE4 4. Blueprints Implementation
5. Suggestions for Improvement
6. References
All of the above placed in a folder named with your first name and surname (containing all the files).
Please DO NOT zip all the files which comprise the above on your USB!
The Submission Deadline(s):
You must submit your work by the following deadline(s):
12:30pm on Tuesday 7th May 2019
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The Marking Scheme:
Your assignment will be assessed using the following mark scheme criteria:
UE4 Level 60%
Texturing 12% Lighting 12% Following the originally stated theme and mode convincingly 6%
Appropriate implementation for the chosen mode of play 6% Use of static meshes 12% Visual aesthetics 12%
Blueprints 10%
Complexity 5% Functionality within the level and context they are created in 5%
Report 15%
Appropriate illustration 6% Coverage of the sections in the Deliverables part of the brief 6% Presentation 3%
Video 15%
Use of appropriate UE4 functionality 8% Presentation 7%
Please see the table below for more detailed descriptions of the above, in the different grade classifications.
Deliverable
0% -> 39%
40% -> 49%
50% -> 59%
60% -> 69%
70%+
Video Game FPS Level
(60%)
poorly textured level (with a number of issues such as severe alignment problems, missing textures etc.)
poorly lit level
no coherent attempt at following a theme/mode of play (with no link between what is stated in the report and the end result)
No or unreasonable decision- making in the implementation towards the chosen mode of play
poor and sparse use of static meshes (with many extremely sparse or unpopulated areas)
adequately textured level (with only some issues in areas such as alignment, missing textures etc.)
adequately lit level
sufficiently coherent attempt at following a theme/mode of play with a visible link between what is stated in the report and the end result
Adequate decision-making in the implementation process towards the chosen mode of play
acceptable use of static meshes (with some sparse or unpopulated areas)
acceptable visual aesthetics
well-textured level (with very few, very minor issues in areas such as alignment, missing textures etc.)
well-lit level
reasonably coherent attempt at following a theme/mode of play with a good link between what is stated in the report and the end result
Good decision- making in the implementation process towards the chosen mode of play
good, frequent and diverse use of static meshes (with few sparse or unpopulated areas)
good visual aesthetics
Very well-textured level (with next to no visible issues in areas such as alignment, missing textures etc.)
very well-lit level
very coherent attempt at following a theme/mode of play with a very good link between what is stated in the report and the end result
Very good decision-making in the implementation process towards the chosen mode of play
very good, frequent and diverse use of static meshes with next to no sparse or unpopulated areas
very good aesthetics approximating the visuals of a professionally-made level
Professionally textured level
Professionally lit level
Excellent, professional attempt at following a theme and mode of play to its very convincing completion
Excellent and to professional standards decision-making in the implementation process towards the chosen mode of play
excellent, appropriate and very frequent and very diverse use of static meshes which enhances the impact of the level significantly
uniformly excellent aesthetics across, fully matching the visuals of a professionally-made level
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poor visual aesthetics
Blueprints (10%)
Missing or extremely simple Blueprints
No or very awkward thematic match of the Blueprints to the level created
Adequate number of Blueprints and to a passable level of complexity
A passable, adequate link of the Blueprints created to the level created
Blueprints of good complexity in terms of operation
Good match of the Blueprints to the level created, enhancing its functionality
Blueprints of very good complexity in terms of operation
Very good match of the Blueprints to the level created, enhancing significantly its functionality
Blueprints of excellent complexity in terms of their operation
Excellent match of the Blueprints to the level created, becoming an integral part of the level in question and its operation
Report (15%)
Incomplete attempt at following the coverage of the spec (missing or partial in coverage of all requirements report)
poor presentation in terms of structuring the body of text, using captions in figures etc.
Adequate attempt at following the coverage of the spec (with a number of issues such as numerous missing references, poor illustration of the report etc.)
adequate presentation in terms of structuring the body of text, using captions in figures etc.
Reasonable attempt at following the coverage of the spec (with a small number of issues such as missing or incomplete references, average illustration of the report etc.)
reasonable presentation in terms of structuring the body of text, using captions in figures etc.
Very good attempt at following the coverage of the spec (a report which provides a very good, appropriately referenced and appropriately illustrated description of the development process and influences involved)
very good presentation in terms of structuring the body of text, using captions in figures etc.
Excellent attempt at following the coverage of the spec (a report which provides an excellent, well-referenced and excellent, well- illustrated description of the development process and influences involved, akin to a professional production focus article on the development of a level)
excellent presentation in terms of structuring the body of text, using captions in figures etc.
Video (15%)
non- functional or missing video
poor overall presentation of the resulting video (for example no title screen, end credits, appropriate transitions etc.)
functional yet very basic video (for example, utilising just one camera and with poorly planned trajectories)
adequate overall presentation of the resulting video (for example some evidence of title screen, end credits, appropriate transitions etc.)
good video (for example using multiple cameras yet with some minor issues in the planning of trajectories)
reasonable overall presentation of the resulting video (for example solid evidence of title screen, end credits, appropriate transitions etc.)
very good video (using multiple cameras with very good planning of trajectories evident)
very good overall presentation of the resulting video (for example very convincing evidence of title screen, end credits, appropriate transitions etc.)
excellent video (using multiple cameras, fade-ins and outs plus other similar advanced techniques, with exemplary planning of trajectories evident)
excellent overall presentation (professional quality standards brought to the title screen, end credits, transitions etc.)
The Learning Outcomes:
This assignment will assess the following ILOs
2. Demonstrate understanding of game level design theory and skills and apply this in the creation of modern artefacts suitable for the medium;
3. Integrate a variety of assets in contemporary games development software platforms in a seamless manner;
4. Identify the various processes, including scripting, required for the implementation of a complete contemporary game.
Confirmation that this assignment assesses the relevant ILOs: Yes
LEVEL DESIGN FUNDAMENTALS – ASSIGNMENT NUMBER 2 Page 5
ASSIGNMENT GUIDANCE NOTES – Academic Year 2018-2019
You must keep a copy of your assignment – the University will not take responsibility for lost assignments. Please make sure you back up your work carefully.
Submission Deadlines:
All Written assignments must be submitted before 12:30pm on the date due – unless
otherwise stated on the assignment brief.
Electronic submission time will be 12:30pm on the due date following the above assignment detail, note this deadline is the time for the upload of the assignment to be completed, you are advised to begin submission AT LEAST 1 hour before.
For submission of physical assignments/artefacts/USB memory sticks etc., the assignment submission box for Creative Technology can be found on the first floor of Christchurch House, in the corridor near C114. Physical assignments must be submitted in the correct submission box before 12:30pm on the date stated on the assignment brief.
Late Submissions:
Please note that as per the Standard Assessment Regulations for any coursework that is
submitted within 72 hours after the deadline, the maximum mark that can be awarded is 40%.
Please note that the 72 hour Late Submission regulation only applies to the first submission of a given assignment – and does not apply to resubmissions, unless they are being undertaken as a first attempt due to approved exceptional circumstances.
The 72 hour Late Submission regulation only applies to coursework submissions and does not apply to examinations.
If coursework is submitted more than 72 hours after the deadline, a mark of zero (0%) will be awarded.
Capped assignments will be considered by the Assessment Board and cannot be retrospectively uncapped by Academic Staff.
Exceptional Circumstances:
If you have any valid exceptional circumstances which mean that you cannot meet an assignment submission deadline and you wish to request an extension, you will need to complete and submit the Exceptional Circumstances Form for consideration to your Programme Support Officer (based in C114) together with appropriate supporting evidence (e.g, GP note) before the coursework deadline.
Further details on the procedure and the exceptional circumstances form can be found on Brightspace or via the link below:
https://www1.bournemouth.ac.uk/students/help-advice/looking-support/exceptional-circumstances
For further guidance on exceptional circumstances please see your Programme Leader or PSO.
Avoiding Plagiarism:
Plagiarism is the act of copying the work or ideas of others without proper acknowledgement of this work. Plagiarism also includes self-plagiarism or duplication: the inclusion in coursework, or a dissertation, or project, of any material which is identical or substantially similar to material which has already been submitted for any other individual assessment within the University or elsewhere.
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Avoiding plagiarism is best achieved through the use of proper academic referencing and minimising direct quotations (i.e. re-write others’ ideas in your own words, but still provide the reference of where these ideas came from). Further information can be found via the following links:
http://libguides.bournemouth.ac.uk/bu-referencing-harvard-style
https://www1.bournemouth.ac.uk/discover/library/using-library/how-guides/how-avoid-academic- offences
Further Information related to assessment can be found with the SciTech Faculty area of Brightspace, or via the following link:
https://brightspace.bournemouth.ac.uk/d2l/le/content/6633/viewContent/62565/View
Accessing Learning Support:
Student with Additional Learning needs are advised to contact the Learning Support team. Further details can be found via the following link:
www.bournemouth.ac.uk/als
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